|
Home | Overview of the Profession | Usability Overview | Definitions | Resources | Articles |
||
![]() |
Definitions
of Key Terms
Usability and Related Topics (Last updated December 20, 2002) |
|
|
This lexicon pertains to software usability and related topics such as knowledge management, performance-centered design, best practices, decision support, and performance support. Since the techniques for making software usable, helpful, and as close to transparent as possible are so tightly interwoven, it's difficult to consider any of these ideas in isolation. The sources from which these definitions were derived appear at the end. |
||
|
Advisor A type of user assistance offered in two different modes:
|
|
Affordance
Perceptual characteristics of an object that make it obvious what the
object can do and how it can be manipulated.
|
|
Agent
An entity in a software system that observes user behavior, makes inferences
about user goals and needs, and offers users suggestions or other helpful
advice.
|
|
Anthropomorphism
The tendency to refer to machines, such as computers, as if they have
human traits, capabilities, or responsibilities.
|
|
Best practices A set of exemplary work methods, variously defined as:
|
|
Computer-based training (CBT) An all-encompassing term used to describe any computer-delivered training, including CD-ROM and Web-based. |
|
Context sensitive help A software feature that offers assistance related to the specific program, command, or dialog box that is currently open. |
|
Decision support A type of user assistance that helps to identify the action that is appropriate for a particular set of conditions. |
|
Decision support system An interactive system that includes information and modeling tools to help people understand a problem, explore various courses of action, predict the impacts of those actions, make decisions, and analyze data. |
|
Demonstration A technique that involves animating a sequence of user inputs and system responses to enable users to see what actions to perform and what responses to expect. |
|
Domain knowledge Knowledge required to carry out typical responsibilities in a particular field, such as accounting, forestry, or nursing. |
|
Electronic Performance Support Systems (EPSS) Systems that provide integrated, on-demand access to advice, information, learning experiences, and tools to enable a high level of job performance with minimal support from others. |
|
Embedded help (or embedded assistance) User assistance embodied in the real estate and functioning of a software user interface, rather than in a separate application that floats above or behind a software application. Cheryl Lockett Zubak (http://www.workwrite.com/) lists five types:
|
|
Ethnography The in-depth study of individuals and groups, their practices, and their artifacts in the context of their normal work environment. |
|
External support User assistance that requires the user to break the work context entirely,
such as looking up something in a book, attending a training session,
or making a call to a help desk.
Compare with intrinsic support and
extrinsic support.
|
|
Extrinsic support User assistance that is available within the system, but requires the
user to break the task flow to obtain it. Summoning online help is a common
example.
Compare with intrinsic support and
external support.
|
|
Functionality See system functionality. |
|
Gestalt principles Principles of human perception that emphasize the holistic relationships among visual features in relation to objects and configurations. |
|
Help (or online help) User assistance provided in a program or application that is typically accessed in a separate section of that application. For variations of the help concept, see advisor, agent, context-sensitive help, embedded help, and wizard. |
|
HCI (Human-computer interface) practitioner |
|
Human factors The study of variables that influence human performance in work contexts. |
|
Information design The presentation and organization of task objects and actions to facilitate perception, interpretation, and understanding. |
|
Interface See user interface. |
|
Intrinsic support User assistance that is so tightly integrated
with the interface that it appears to be part of the system.
Compare with extrinsic support and
external support.
|
|
Iterative design A cyclical approach to design in which ideas are prototyped and tested, and the results are used to guide the next cycle of redesign. |
|
Knowledge management A process of identifying, documenting, archiving, maintaining, and reusing the concepts and skills developed by members of an organization. |
|
Knowledge support User assistance in performing knowledge-based work that focuses on domain knowledge. The assistance may be integrated with both the user interface and with performance support. |
|
Knowledge work Work involving significant expertise and intellectual decision making. |
|
Metaphor A familiar concept that is used to convey the meaning of a new concept through an analogy. |
|
Minimalism An approach to instruction and documentation emphasizing realistic tasks, minimal verbiage, thinking and improvisation by the user, and the recognition of and recovery from errors. |
|
Online help See help. |
|
Performance support Assistance provided in performing some aspect of work, often through an electronic performance support system. |
|
Performance centered design (or usage centered design) A process that optimizes the user interface through visual design, idiom and metaphor, orienting the software around tasks, using appropriate windows and window components, and ensuring that the interface is as intuitive as possible. |
|
Prototype An operational model of a design or software development proposal, usually created for testing and feedback purposes. |
|
Scenario A narrative or story that describes the activities of one or more persons, including information about goals, expectations, actions, and reactions. |
|
Storyboard A graphical, event-by-event depiction of a scenario or portions thereof, developed to communicate or analyze a user interface design. The depiction may show a high-level view, such as major screen changes; or a detailed-level view, such as specific menu selections. |
|
System functionality The information that a system holds or accesses, the kinds of operations performed on this information, and the results returned by these operations. |
|
Think-aloud protocol A usability evaluation method in which the user speaks out loud his or her reactions, goals, plans, and behaviors while using an interactive system. |
|
Tool tips A method for embedding small snippets of information into a user interface. A tool tip usually displays an object's name or function whenever the user's pointer rests over that object on the screen. |
|
Tutorial A program that provides instruction for the use of a system or of software. |
|
Usability The ease, speed, and pleasantness with which intended people can use a product. |
|
Usability engineering An approach to software development in which target levels of system usability are specified in advance, and the system is engineered toward those measures. |
|
Usability evaluation Any activity, either analytical or empirical, aimed at assessing or understanding the usability of an interactive system or prototype. |
|
Usability lab One or more physical rooms that are designed to simulate an office or other computer use setting. The lab is usually set up with software and hardware for capturing a user's behavior as he or she works through a set of tasks. |
|
Usability practitioner Intermediaries who study and listen to users, then communicate those needs to software developers. |
|
Usability testing See usability evaluation. |
|
Use case A set of scenarios that are tied together by a common user goal. A use case specifies all possible interactions between the user and the system with respect to those scenarios. |
|
User documentation Procedural, training, and help information provided to assist users in carrying out activities with a computer system. |
|
User interface Physical representations and procedures, integral to a software system, that enable users to view and interact with the system functionality. |
|
User interface prototype An operational version or mock-up of a system that:
|
|
User model A representation of the knowledge and mental activities involved in the user of a computer system. Often used to make predictions about system usability. |
|
Visual language The features of information design (e.g., menu style, font type and size, button shape and size) that repeat across visual displays to create a sense of consistency and coherence. |
|
Wizard Online assistance wherein a computer system recognizes and offers step-by-step guidance through the procedure. |
^ Back to top ^
|
Definitions were derived from the following sources: Usability Engineering: Scenario-Based Development of Human-Computer Interaction by Mary Beth Rosson and John M. Carroll (2002, Academic Press) ISBN: 1-55860-712-9 http://www.chesco.com/~cmarion/PCD/EPSSImplications.html -- Craig Marion's definitions and descriptions of key terms. http://itech1.coe.uga.edu/epss/whatis.html -- Chet Leighton's definitions and descriptions of key terms. http://www.pcd-innovations.com -- Gloria Gery's performance support Web site. |